Project Overview
(Physics Preview - Early WIP)
Completely rebuilt from the ground up, the new build of Sonic Islands is an attempt at transferring the physics and momentum based gameplay from the classic games into 3D space. Currently in an early preview state, this test zone intends to showcase the new physics and the different ways the terrain can affect Sonic.
In this demo, you can run, spin and jump around the terrain, using your momentum to maneuver Sonic over a varying set of obstacles. Your speed and direction will be affected by the inclination of the terrain, and whether you are spinning or running. Try to experiment with the movement and controls and you may find your way to hard to reach areas.
CONTROLS
A/Space = Jump
LB/LeftClick/LeftShift = Spin
RT/MiddleMouse/Q = Quick Snap
(This demo was built using the Palmtree Framework, a state machine scripting framework in Unity that has been built over the past year to use modular assets as code to build gameplay in the editor, without having to write or edit custom scripts at all. To follow progress on Palmtree and Sonic Islands, check out my twitter at https://twitter.com/SteveTGames)
Screenshots and media!



Bonus Content
Developer Notes:
So I almost missed this year, but quite literally crapped this out at the last minute. The past year has been spent developing the framework this new demo was built on, the Palmtree Framework. It's still in need of a few features, but it's allowed this gameplay to be built in a fraction of the time the past demos were, along with being much neater and more optimized to work with. It's just a shame I couldn't get more of Islands done in time, though with Palmtree this far along in development, progress should be made on the next demo much faster than it has been up to this point.
Though this demo only features Sonic's base moveset, the emerald abilities are being worked on, along with more animations and effects, and an actual, cohesive zone with a lot more visual flair. You can expect an updated demo after SAGE, and, again, to keep up with development, you can always follow me on twitter at https://twitter.com/SteveTGames
See ya :)
So I almost missed this year, but quite literally crapped this out at the last minute. The past year has been spent developing the framework this new demo was built on, the Palmtree Framework. It's still in need of a few features, but it's allowed this gameplay to be built in a fraction of the time the past demos were, along with being much neater and more optimized to work with. It's just a shame I couldn't get more of Islands done in time, though with Palmtree this far along in development, progress should be made on the next demo much faster than it has been up to this point.
Though this demo only features Sonic's base moveset, the emerald abilities are being worked on, along with more animations and effects, and an actual, cohesive zone with a lot more visual flair. You can expect an updated demo after SAGE, and, again, to keep up with development, you can always follow me on twitter at https://twitter.com/SteveTGames
See ya :)
Credits
Music by Karl Brueggemann (https://www.youtube.com/channel/UC2-SuHfWKg_XmqF7Q5-MCig)
Gameplay built in Unity using the Palmtree Framework (scripted by Steve Taylor)
Stage design (what stage design) also by Steve T
Sonic model and animations, along with all textures and sounds, were made by Sonic Team and SEGA.
As always, this demo is purely a fan creation, and the Sonic The Hedgehog IP and design belong to SEGA.
Gameplay built in Unity using the Palmtree Framework (scripted by Steve Taylor)
Stage design (what stage design) also by Steve T
Sonic model and animations, along with all textures and sounds, were made by Sonic Team and SEGA.
As always, this demo is purely a fan creation, and the Sonic The Hedgehog IP and design belong to SEGA.